Car Visualization with HDRP

I have updated my configurator project to HDRP 10, here is the result.
The car is a game spec model, still work in-progress

4 Likes

This looks great.

Hey what shader did you use for carpaint? I am currently using the one from measured materials library and I wonder how can I make a carpaint with dirt on top: whatever I do it looks fake as haze parametriztion StackLit shader is very hard to turn into a normal Lit Standard shader.

It’s a StackLit graph, I used R for Dirt, G for AO and B for stickers on the car, then another texture with RGB as 3 livery addon options, so the user can choose the color for the liveries or simply remove them. The coat smoothness is multiplied with a scratch texture, so the coat won’t reflect all the same on the carbody.

But what does the R dirt channel influence, what variables in the StackLit master node? I don’t know how to calibrate the StackLit shader with haze parametrization to achieve the “dirty” look.

it’s for adjusting the color, smoothness, also as part of the coat mask. With the whole car unwrapped it’s easy to add the needed texture elements

The actual thing in action

3 Likes

Had a go with the studio setup, using HDRI lightmaps for the Area Lights.

3 Likes